Meow Mew wrote:

1) This problem does NOT occur in debug mode, only release mode. In debug
mode, everything is fine. This makes it incredibly difficult to
accurately
trace. Also, I can't find any #ifdef __DEBUG or anything of the sort that
would make the slightest difference.

There's a compler flag that will allow you to replicate problems that
don't appear in debug mode. It's somewhere in the Visual Studio
documentation, sorry that I can't be more specific, but I don't remember
exactly what it is. A good google should find it for you, it's on MSDN.

3) Turning on wireframe mode and walking around bends and corners can
bring
you to a different visleaf where the particles stop rendering. When you
return to the visleaf which renders the particles, the position of the
emmitter DOES update to the location of the attachment at that time.
It does
not continue to update in any fashion however afterwards, but just
stays at
the location it was in when you returned to that visleaf.

Sounds like you're doing your particles server side. I'm not as
experienced with HL2 as opposed to HL1, but if a particle ceases to
update when you leave PVS, this tells me that the thinking is being done
on the server, and not updating the client when he moves out of PVS. If
I'm correct, then I recommend you move the code to the client, where any
good particle system belongs.

--
Jorge "Vino" Rodriguez



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